Tactical Combat Overhaul
Stamina, movement and positioning.
WARNING
Stamina, movement and positioning.
WARNING
ALL mods are inadvisable to use until a workaround for Easy Anti-Cheat is found. You may still download this mod in preparation, “Watch” it to get notifications, or comment. Please DO NOT comment to ask when this will be fixed- I will not respond. Until the Bingus Shared Mod loader (at a minimum) is working, no mod should not be enabled.
In base Helldivers 2, stamina barely matters: it refills almost instantly, hills don't slow you down, and you can vault anything at any time. This mod makes how you engage a real decision. Every feature has its own switch and sliders in the in-game MODS menu, with four presets to start from.
NEW in 2.8.7: lighter on performance (worst frames roughly halved in testing). Stance-based reload time and swim time by load have been removed; see the version notes below.
This is also designed to pair with another mod I made on making ricochet more challenging, although I am choosing to keep them separate (for now) as they have different dependencies.
There are six fully-customizable subsets of the mod:
- Core / Stamina — Adds stance and terrain based movement modifiers and sway modifiers, as well as stamina for mantling.
- Run-n-Gun — Adds firing while running, including bayonet/lance charge. Video showcase one and two.
- Melee Overhaul — Adds momentum based damage / AP, controls over stamina / exhaustion.
- Shellshock — Explosions can now cause adjustable shellshock. Video showcase.
- Slippery When Wet — Adjustable stamina threshold for collapsing from exhaustion.
- Ghosts and Goliath — NEW in 2.8.0: your loadout sets how far away enemies can detect you, and how much noise you make moving; heavy loads earn Goliath perks. Pack light and stay low.
Each of these has a section below in the spoilers, so decide which components are right for you! Make sure you have the dependencies for the components you want to run.
CORE AND STAMINA
Make your stand — wisely.
Features
Stance-based stamina
Slopes
Momentum melee
Mantling
Exhaustion
Running dry has a cost: the game already makes a winded diver less steady, and this strengthens that effect (up to 4x) to make stamina impactful for ranged combat instead of just melee.
Presets
Requirements
Installation
Compatibility
Known issues
Diagnostics
Shows your settings, live stamina status, mantling checks and Core's own performance cost. TCO-Shared.log shows TCO's total cost per frame. Include both with any bug report.
Credits
==================== VERSION NOTE (v2.8.7) ====================
Removed: stance-based reload time. After five test builds there was no reliable, cheap way to change reload speed by stance: the game only applies reload bonuses when you spawn, and the memory search the old version relied on cost performance and often failed to find the weapon. The Reload Time sliders are gone and Core no longer searches memory at all.
Performance: TCO reuses memory reads within a frame instead of repeating them and rewrites its logs less often. In testing the worst frames roughly halved.
==================== VERSION NOTE (v1.6.1) ====================
First public release. Stance-based stamina recovery and delay, slope speed and stamina, mantling cost and exhaustion lock, momentum melee (damage, stagger/push, armor pen, melee weapons), melee stamina cost, exhaustion sway, four presets.
Stance-based stamina
- Recovery delay: the wait before stamina refills is adjustable per stance, rather than having one value for all three. Take a knee after a sprint and catch your breath!
- Change stance mid-wait and the shorter wait applies immediately.
- Recovery speed: stamina refills slower standing and faster crouched or prone. This occurs in base game already, but each value can now be adjusted to make stance more important.
Slopes
- Uphill speed penalty: set a higher penalty to make slopes slow you down harder.
- Uphill stamina drain: sprinting up a hill drains stamina faster (scales with steepness).
- Downhill: sprinting downhill drains less stamina, plus an experimental downhill speed bonus that makes charging into combat key.
Momentum melee
- Melee hits harder the faster you were moving: up to double damage, stagger and push at full sprint.
- Momentum armor pen: optional +1 armor penetration while sprinting, sliding or diving.
- Works on the default melee and, optionally, on melee weapons.
Mantling
- Vaults and ledge climbs cost stamina (free in the base game).
- No mantling when exhausted: run dry and you can't vault or climb until you recover. Small steps and curbs still work.
Exhaustion
Running dry has a cost: the game already makes a winded diver less steady, and this strengthens that effect (up to 4x) to make stamina impactful for ranged combat instead of just melee.
Presets
- Vanilla: no changes.
- Light: a gentle nudge toward cover, crouching and high ground.
- Tactical: the intended experience (default).
- Hardcore: hills hurt, stamina is precious, crouching is how you recover.
- Custom: edit any setting and you're here.
Requirements
- Helldivers 2, Windows PC, Steam build 25480438 (EXE 1.8.46015.0). The mod checks the game version and switches itself off on any other build.
- Bingus Shared Loader v18+
- Mod Options Menu
- A mod manager (HD2 Arsenal recommended). Install through the manager: the patch file shares its name with other Lua mods.
- Not required, strongly recommended: Hellsliders movement mod makes the high ground rewarding.
Installation
- Close the game.
- Import the ZIP into HD2 Arsenal and enable it.
- Keep Bingus Shared Loader and Mod Options Menu enabled (loader at the bottom of the load order).
- Purge / Deploy, then start the game.
- Live stamina: in each mission, sprint for about two seconds so the mod can confirm your stamina. Until then, the recovery delay uses the game's own timer, and melee swings and mantling aren't charged.
Compatibility
- Works alongside HELLSLIDERS and SHODAN Stat Editor (no shared settings).
- Changes only your own diver's movement and stamina settings, plus the melee damage values. Every value is restored when you leave a mission, switch a feature off or quit.
- Multiplayer: movement and stamina are your own. Melee damage values are shared by every diver; with Squad-Safe Melee on (Melee Overhaul, default), your bonus is only applied while you are swinging.
Known issues
- Melee-weapon swings with the Attack button are not charged stamina yet (the Melee button is). Fix in progress.
- Downhill speed bonus is experimental. If downhill never feels faster, set it to 0.
- Momentum counts speed in any direction, not only forward.
Diagnostics
Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-Core.log
Credits
- CowboyBingus: Bingus Shared Loader, Mod Options Menu, and the avatar/stance/movement research behind Shallow Water Diving and Consistent Vaulting.
- SHODAN: SHODAN Stat Editor and its shared table scan.
- xypwn: Filediver and its game data layouts.
- Claude by Anthropic, which co-wrote the code, tests, images and this page.
- Akaya Mods user "Ammo875" for the idea to run-while-gunning. Thanks for the feedback!
==================== VERSION NOTE (v2.8.7) ====================
Removed: stance-based reload time. After five test builds there was no reliable, cheap way to change reload speed by stance: the game only applies reload bonuses when you spawn, and the memory search the old version relied on cost performance and often failed to find the weapon. The Reload Time sliders are gone and Core no longer searches memory at all.
Performance: TCO reuses memory reads within a frame instead of repeating them and rewrites its logs less often. In testing the worst frames roughly halved.
==================== VERSION NOTE (v1.6.1) ====================
First public release. Stance-based stamina recovery and delay, slope speed and stamina, mantling cost and exhaustion lock, momentum melee (damage, stagger/push, armor pen, melee weapons), melee stamina cost, exhaustion sway, four presets.
RUN-N-GUN
Shoot on the move. Keep your momentum.
What is Run-N-Gun?
Normally, firing a weapon in Helldivers 2 immediately knocks your movement down to aiming speed. Run-N-Gun lets you sprint into a firefight and keep your running speed while shooting, instead of slowing to a walk the moment you pull the trigger.
It activates only when you go directly from sprinting into firing or aiming. Keep moving and shooting and it stays active; stop moving or stop firing and normal movement takes over. It does not simply make aiming faster all the time.
Directional Run-N-Gun
Settings
ESC → MODS → RUN-N-GUN
Requirements
Diagnostics:
Shows startup/version checks, whether the movement controller was found, Run-N-Gun state, direction detection and menu registration.
Credits: CowboyBingus (Bingus Shared Loader, Mod Options Menu); Akaya Mods user "Ammo875" for the idea; ChatGPT by OpenAI co-wrote the original implementation, validation and packaging.
Don't stop shooting just because you're moving. Don't stop moving just because you're shooting.
Normally, firing a weapon in Helldivers 2 immediately knocks your movement down to aiming speed. Run-N-Gun lets you sprint into a firefight and keep your running speed while shooting, instead of slowing to a walk the moment you pull the trigger.
It activates only when you go directly from sprinting into firing or aiming. Keep moving and shooting and it stays active; stop moving or stop firing and normal movement takes over. It does not simply make aiming faster all the time.
Directional Run-N-Gun
- 0–30° from forward: full Run-N-Gun benefit
- 30–55°: benefit gradually tapers off
- More than 55°: normal firing movement speed
Settings
ESC → MODS → RUN-N-GUN
| Setting | Default | Options |
|---|---|---|
| Run-N-Gun | On | On / Off |
| Directional Run-N-Gun | On | On / Off |
| One-Handed Direction Bypass | On | On / Off |
| Hipfire Linger | 50% | 10–200% |
| Run-N-Gun Sway | 200% extra | 0–900% |
- Hipfire Linger: how much of the normal post-shot delay remains before you can sprint again (100% = vanilla, lower = sooner).
- Run-N-Gun Sway: extra instability while firing on the move (0% = none, 200% ≈ triple). It keeps Run-N-Gun a mobility option rather than free accuracy at a sprint.
Requirements
- Helldivers 2 on Windows PC, Steam build 25480438 / executable 1.8.46015.0
- Bingus Shared Loader — API 1
- Mod Options Menu — optional, but recommended
- A mod manager such as HD2 Arsenal or HD2MM
Diagnostics:
Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-RunNGun.log
Credits: CowboyBingus (Bingus Shared Loader, Mod Options Menu); Akaya Mods user "Ammo875" for the idea; ChatGPT by OpenAI co-wrote the original implementation, validation and packaging.
Don't stop shooting just because you're moving. Don't stop moving just because you're shooting.
MELEE OVERHAUL
Momentum is a weapon too.
What is Melee Overhaul?
Melee Overhaul turns the melee attack from a fixed emergency shove into a system that responds to momentum, stamina and exhaustion. A diver charging into an enemy should hit differently from one standing still, and an exhausted diver shouldn't be able to throw the same punch forever.
Momentum Melee
The faster you are moving when you attack, the harder you hit. At the default maximum, a full-speed charge reaches about 2× damage, 2× stagger and 2× push. It scales with your actual movement speed: standing still is normal melee, jogging is a partial bonus, a full charge is the full effect.
Stamina and Exhaustion
Melee costs 10% stamina per attack by default (adjustable). Do you spend stamina closing the distance, or save enough to fight when you get there?
Settings
ESC → MODS → MELEE OVERHAUL: Melee Overhaul On/Off, Squad-Safe Melee, Maximum Momentum Damage Bonus, Momentum Force Effects, Momentum Armor Penetration, Melee Weapon Support, Melee Stamina Cost, No Melee When Exhausted, Weaken Melee When Exhausted, Exhausted Melee Damage Reduction. Without Mod Options Menu, the defaults are used.
Core / Stamina is not required. If Core is installed with a verified exhaustion state, Melee Overhaul uses it; otherwise it verifies stamina itself.
Requirements
Diagnostics:
Records settings, swing signals, stamina/exhaustion state, blocked swings, momentum multipliers, melee weapon rows found, and every value written and restored.
Charge harder. Hit harder. Don't gas yourself before you get there.
Momentum is a weapon. Stamina is the ammunition.
Melee Overhaul turns the melee attack from a fixed emergency shove into a system that responds to momentum, stamina and exhaustion. A diver charging into an enemy should hit differently from one standing still, and an exhausted diver shouldn't be able to throw the same punch forever.
Momentum Melee
The faster you are moving when you attack, the harder you hit. At the default maximum, a full-speed charge reaches about 2× damage, 2× stagger and 2× push. It scales with your actual movement speed: standing still is normal melee, jogging is a partial bonus, a full charge is the full effect.
- Momentum Armor Penetration (optional): committed sprinting, sliding or diving strikes get +1 AP.
- Force effects (optional): stagger and push can be switched off independently, so you keep harder-hitting charges without launching everything across the battlefield.
- Melee weapons (optional): recognized melee weapons use the same momentum scaling; off restricts the overhaul to the standard melee attack.
- Squad-Safe Melee (default on): the game's melee values are shared by every diver, so the momentum bonus and the exhausted penalties are applied only while you are swinging (plus a short follow-through). Your squadmates' melee stays normal the rest of the time.
Stamina and Exhaustion
Melee costs 10% stamina per attack by default (adjustable). Do you spend stamina closing the distance, or save enough to fight when you get there?
| Option | Effect |
|---|---|
| No Melee When Exhausted | Melee is blocked while fully exhausted. Takes precedence; a damage-side fail-safe also zeros damage, durable damage, demolition, stagger and push if an attack slips through. |
| Weaken Melee When Exhausted | Melee still works but is reduced by 0–100% (default 50%). Off by default. |
Settings
ESC → MODS → MELEE OVERHAUL: Melee Overhaul On/Off, Squad-Safe Melee, Maximum Momentum Damage Bonus, Momentum Force Effects, Momentum Armor Penetration, Melee Weapon Support, Melee Stamina Cost, No Melee When Exhausted, Weaken Melee When Exhausted, Exhausted Melee Damage Reduction. Without Mod Options Menu, the defaults are used.
Core / Stamina is not required. If Core is installed with a verified exhaustion state, Melee Overhaul uses it; otherwise it verifies stamina itself.
Requirements
- Helldivers 2 on Windows PC
- Bingus Shared Loader — API 1
- Mod Options Menu — optional, recommended
- SHODAN Stat Editor — optional; its shared table scan is used when available
- A mod manager such as HD2 Arsenal or HD2MM
Diagnostics:
Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-MeleeOverhaul.log
Charge harder. Hit harder. Don't gas yourself before you get there.
Momentum is a weapon. Stamina is the ammunition.
SHELLSHOCK
When the blast doesn't kill you, it should still leave you seeing stars.
What is Shellshock?
Shellshock adds concussive blasts to nearby explosions. In the base game, if you survive a blast your senses are instantly fine. With Shellshock, qualifying explosions leave you disoriented, visually distorted and concussed for a while, using the game's own status effects rather than a screen overlay.
Settings
ESC → MODS → SHELLSHOCK: Shellshock On/Off, Effect Duration, Concussion Strength, Minimum Explosion Radius, Normal Explosion Concussion. Changes apply in-game.
Requirements
Diagnostics:
Records whether the explosion, damage and status tables were found, how many explosions qualify and received concussion, current strength and duration, and any guarded patch that was refused.
Surviving a blast shouldn't mean instantly returning accurate fire. Shellshock fills the gap between "that missed me" and "I died".
SHELLSHOCK: Surviving the explosion was only the first problem.
Shellshock adds concussive blasts to nearby explosions. In the base game, if you survive a blast your senses are instantly fine. With Shellshock, qualifying explosions leave you disoriented, visually distorted and concussed for a while, using the game's own status effects rather than a screen overlay.
- Normal explosions count: grenades, rockets and other ordinary blasts, not only stun weapons. A short-lived concussion volume is added at the detonation point.
- Gas, smoke, EMS and other persistent fields are preserved, not overwritten.
- Minimum explosion radius: choose whether only big artillery, also grenades and rockets, or nearly every explosion can concuss you. The blast still decides whether you are close enough.
- Strength: 1.0 ≈ native effect, 2–3 pronounced, 4–5 severe, 10 = you have made a terrible tactical decision.
- Duration is set separately from strength.
Settings
ESC → MODS → SHELLSHOCK: Shellshock On/Off, Effect Duration, Concussion Strength, Minimum Explosion Radius, Normal Explosion Concussion. Changes apply in-game.
Requirements
- Helldivers 2 on Windows PC
- Bingus Shared Loader v19+
- SHODAN Stat Editor v2.3.1+
- Mod Options Menu — optional, recommended
- A mod manager such as HD2 Arsenal or HD2MM
Diagnostics:
Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-Shellshock.log
Surviving a blast shouldn't mean instantly returning accurate fire. Shellshock fills the gap between "that missed me" and "I died".
SHELLSHOCK: Surviving the explosion was only the first problem.
SLIPPERY WHEN WET
When your legs are gone, sometimes the rest of you follows.
What is Slippery When Wet?
Slippery When Wet makes low stamina physically dangerous. Keep sprinting, vaulting or otherwise exerting yourself while your stamina bar is nearly empty and there is a configurable chance you lose your footing and ragdoll. It is not a random-trip simulator: only exertion while fatigued counts. You can push your luck. Sometimes your luck pushes back.
Settings
ESC → MODS → TCO - SLIPPERY WHEN WET
At the defaults, only the bottom quarter of the bar is dangerous, and most exertion there is still safe. At 100% / 100%, every eligible event is a guaranteed chance to discover the ground.
How it decides
Requirements
Diagnostics:
Records stamina and its source, requested and measured speed, running state, exertion events, slips and ignored melee events, and lists every roll with your stamina at that moment. If you ragdoll and there is no matching roll, it came from something else.
Sometimes the desperate sprint works. Sometimes your exhausted Helldiver plants a boot badly and becomes a physics object.
SLIPPERY WHEN WET: Fatigue is temporary. The ground is permanent.
Slippery When Wet makes low stamina physically dangerous. Keep sprinting, vaulting or otherwise exerting yourself while your stamina bar is nearly empty and there is a configurable chance you lose your footing and ragdoll. It is not a random-trip simulator: only exertion while fatigued counts. You can push your luck. Sometimes your luck pushes back.
Settings
ESC → MODS → TCO - SLIPPERY WHEN WET
| Setting | Default | Effect |
|---|---|---|
| Slippery When Wet | On | On / Off |
| Stamina Threshold | 25% | How low stamina must be before exertion can cause a slip (0–100%). |
| Ragdoll Chance | 20% | Chance that an eligible exertion event ragdolls you (0–100%). |
How it decides
- One roll per exertion, not per frame. Starting a run below the threshold is one roll; a long sprint that crosses the threshold gets one roll as it crosses.
- Run-N-Gun aware: firing changes the movement state the game reports, so the mod also checks your measured speed. Running while firing still counts as running.
- Other exertion: drops in stamina from climbing or mantling count as one event per action (sprinting uphill doesn't roll dozens of times a second).
- Melee is excluded: with Melee Overhaul installed, swing telemetry identifies melee stamina costs (a 180 ms window lets both components see the same event). Actual running is never classified as melee.
- Native ragdoll: a slip requests the game's normal living ragdoll through RAGDOLLDIVERS. It is refused when you are already ragdolling, Play Dead holds the ragdoll, a menu has focus, or the game says the state isn't safe.
Requirements
- Helldivers 2 on Windows PC
- Bingus Shared Loader — API 1 / v18+
- RAGDOLLDIVERS v1.1.1+
- Mod Options Menu — optional, recommended
- A mod manager such as HD2 Arsenal or HD2MM
Diagnostics:
Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-SlipperyWhenWet.log
Sometimes the desperate sprint works. Sometimes your exhausted Helldiver plants a boot badly and becomes a physics object.
SLIPPERY WHEN WET: Fatigue is temporary. The ground is permanent.
GHOSTS AND GOLIATH
Pack light and stay low.
⚠ Be considerate of your squad — install Squad-Safe Passives
What is Ghosts and Goliath?
Ghosts and Goliath ties how far away enemies can spot you, and how much noise you make to how much you are carrying. A diver in light armor with a carbine and a sidearm slips past patrols that would never miss a heavy-armor machine gunner with a backpack. Heavy kit still has a job: a lumbering Goliath shrugs off blasts and holds a position without flinching, drawing attention so the Ghosts on the team can flank.
Your Load
Grenades and stratagem beacons don't count. Clumsy weapons are heavy: a 15-ergonomics machine gun adds 85 × 2 = 170; a 100-ergonomics pistol adds nothing.
What your load changes
Every effect has its own on/off switch. Unflinching is on or off rather than scaled (the game only checks whether you have it); armor with the Unflinching passive always keeps its own.
Presets
Settings
ESC → MODS → TCO - GHOSTS AND GOLIATH — Preset, On/Off, Armor Passives Stack (on), Full Stealth Bonus At Load (100, 0–600), Min Detection Range (80%, 50–500%), Full Penalty At Load (500, 50–1000), Max Detection Range (125%, 50–500%), Footfalls (on), Footfalls: Light / Heavy (70 / 150%, 10–300%), Goliath: Blast Padding (on), Blast Damage At Full Load (70%, 10–100%), Goliath: Unflinching (on), Unflinching From Load (350, 0–1000), Primary / Secondary / Support Weight (100 / 50 / 200%, 0–400%), Backpack Load (100, 0–300), Missing Ergonomics (50, 0–100). Changes apply on APPLY, even mid-mission. Without Mod Options Menu, Standard is used.
How it works: it uses the game's own armor-passive modifiers — the ones Scout, Reduced Signature, Feet First, Fortified and Unflinching armor use — on a private copy of your passive's modifier list. Nothing is edited in place; the game's own values are put back when you turn a feature off.
Requirements
Known limitations: weapon attachments are not counted yet (base ergonomics only); weapons without an ergonomics value use the Missing Ergonomics setting. Footfalls and the Goliath perks are new in 2.8.0 and have had less live testing than detection — feedback welcome.
Diagnostics:
Shows your armor and rating, every equipped item and its load, missing ergonomics, total load, each value written (detection, noise, blast, Unflinching), and whether Squad-Safe Passives is keeping them to you alone.
Credits: HD2 Transmog (armor customization and catalog layout, code signatures, armor passive data); SHODAN (Stat Editor and shared table scan); CowboyBingus (Bingus Shared Loader, Mod Options Menu); Claude by Anthropic co-wrote the code, tests, images and this page.
The heavy machine gun, the backpack and the heavy armor make you hard to kill. They should also make you hard to miss.
GHOSTS AND GOLIATH: Pack light and stay low. Or don't, and give your squad something to flank behind.
==================== VERSION NOTE (v2.8.7) ====================
Removed: swim time by load. The game keeps one drown timer for the whole lobby, so it changed every player's swim time, not just yours, and couldn't be made private. Removing it also removes the memory search it ran after the game loaded.
==================== VERSION NOTE (v2.8.0) ====================
NEW: Footfalls (load sets movement noise), Goliath: Blast Padding (heavier load, less explosive damage) and Goliath: Unflinching (from a set load), each with its own switch and preset values. "Stealth Passives Stack" is now "Armor Passives Stack" and covers noise and blast too. Squad-Safe Passives support: with it installed, G&G changes only you. Fixed: the options page could fail to appear in 2.7.6 (a description was too long). Other components unchanged from 2.7.6.
==================== VERSION NOTE (v2.7.6) ====================
Swim time by load: Swim Time: Light / Heavy (0–20 s), on the same curve as detection.
==================== VERSION NOTE (v2.7.0) ====================
First release as a TCO component: load from armor and equipped primary, secondary, support and backpack; smooth detection scaling; five presets; stealth passive stacking; full restore.
- Ghosts and Goliath writes its detection, noise and Goliath values to your armor passive. Every diver wearing the same armor passive as you uses the same passive data, so without help they get your values too, whether or not they have the mod or agreed to it.
- Install Squad-Safe Passives and G&G changes only you: it gives you a private copy of your passive that nobody else in the squad wears. G&G 2.8.0 detects it automatically.
- Without Squad-Safe Passives, aggressive presets (Hardcore, Ghosts and Goliath) noticeably change the mission for teammates on your passive. In public lobbies, use Subtle or Standard, or turn it off.
- Everything is restored when you turn it off, change armor or quit. Nothing is saved to your game files.
What is Ghosts and Goliath?
Ghosts and Goliath ties how far away enemies can spot you, and how much noise you make to how much you are carrying. A diver in light armor with a carbine and a sidearm slips past patrols that would never miss a heavy-armor machine gunner with a backpack. Heavy kit still has a job: a lumbering Goliath shrugs off blasts and holds a position without flinching, drawing attention so the Ghosts on the team can flank.
Your Load
| Item | Counts as | Default weight |
|---|---|---|
| Armor | Armor rating (50 light, 100 medium, 150 heavy; mixed sets in between) | ×1 |
| Primary | 100 − ergonomics | ×1 |
| Secondary | 100 − ergonomics | ×0.5 |
| Support weapon | 100 − ergonomics | ×2 |
| Backpack | Any backpack | +100 |
Code:
Standard preset:
Light armor 50 + Liberator 35 + Peacemaker 0 = 85 -> 80% detection, 70% noise
Medium 100 + Liberator 35 + Peacemaker 0 + MG-43 170 + jump pack 100 = 405 -> 114% detection, 131% noise,
77% explosive damage, Unflinching
- Smooth scaling: at or below Full Stealth Bonus At Load you get your lightest values; at or above Full Penalty At Load, your heaviest; in between everything moves with every point of load.
- Equipped, not just in hand: your secondary counts from drop-in; a support weapon counts when picked up and stops when dropped or used up; a backpack counts while worn; your loadout is kept while you're dead.
- Armor passives stack: your armor's own values still apply on top (toggle) — Scout (detection ×0.7), Reduced Signature (detection ×0.6, noise ×0.5), Feet First (noise ×0.5), Fortified (explosive damage ×0.5), Ballistic Padding (×0.75).
What your load changes
| Effect | Light load | Heavy load | Standard default |
|---|---|---|---|
| Detection range — how far away enemies can spot you | Shorter | Longer | 80% → 125% |
| Footfalls — how much noise you make moving | Quieter | Louder | 70% → 150% |
| Goliath: Blast Padding — explosive damage you take | Normal | Less | 100% → 70% |
| Goliath: Unflinching — your aim doesn't flinch when hit | Off | On from a set load | From load 350 |
Presets
| Preset | Detection | Noise | Blast dmg at full load | Unflinching from | Full penalty at load | Notes |
|---|---|---|---|---|---|---|
| Subtle | 90–115% | 85–120% | 85% | 450 | 500 | A gentle nudge. |
| Standard | 80–125% | 70–150% | 70% | 350 | 500 | Default. |
| Tactical | 70–175% | 60–175% | 60% | 325 | 450 | Loadout clearly matters. |
| Hardcore | 60–300% | 50–200% | 50% | 300 | 400 | Support ×3, backpack 150. |
| Ghosts and Goliath | 50–500% | 40–300% | 40% | 275 | 400 | Primary ×1.25, support ×3, backpack 200. |
Settings
ESC → MODS → TCO - GHOSTS AND GOLIATH — Preset, On/Off, Armor Passives Stack (on), Full Stealth Bonus At Load (100, 0–600), Min Detection Range (80%, 50–500%), Full Penalty At Load (500, 50–1000), Max Detection Range (125%, 50–500%), Footfalls (on), Footfalls: Light / Heavy (70 / 150%, 10–300%), Goliath: Blast Padding (on), Blast Damage At Full Load (70%, 10–100%), Goliath: Unflinching (on), Unflinching From Load (350, 0–1000), Primary / Secondary / Support Weight (100 / 50 / 200%, 0–400%), Backpack Load (100, 0–300), Missing Ergonomics (50, 0–100). Changes apply on APPLY, even mid-mission. Without Mod Options Menu, Standard is used.
How it works: it uses the game's own armor-passive modifiers — the ones Scout, Reduced Signature, Feet First, Fortified and Unflinching armor use — on a private copy of your passive's modifier list. Nothing is edited in place; the game's own values are put back when you turn a feature off.
Requirements
- Helldivers 2 on Windows PC, Steam build 25480438 / executable 1.8.46015.0
- Bingus Shared Loader — v18+ / API 1
- Mod Options Menu — optional, recommended
- SHODAN Stat Editor — optional, recommended (weapon ergonomics; without it every weapon counts as 50)
- Squad-Safe Passives 1.0.0+ — optional, strongly recommended (keeps G&G's changes off your squadmates)
- A mod manager such as HD2 Arsenal or HD2MM
Known limitations: weapon attachments are not counted yet (base ergonomics only); weapons without an ergonomics value use the Missing Ergonomics setting. Footfalls and the Goliath perks are new in 2.8.0 and have had less live testing than detection — feedback welcome.
Diagnostics:
Code:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\TCO-GhostsAndGoliath.log
Credits: HD2 Transmog (armor customization and catalog layout, code signatures, armor passive data); SHODAN (Stat Editor and shared table scan); CowboyBingus (Bingus Shared Loader, Mod Options Menu); Claude by Anthropic co-wrote the code, tests, images and this page.
The heavy machine gun, the backpack and the heavy armor make you hard to kill. They should also make you hard to miss.
GHOSTS AND GOLIATH: Pack light and stay low. Or don't, and give your squad something to flank behind.
==================== VERSION NOTE (v2.8.7) ====================
Removed: swim time by load. The game keeps one drown timer for the whole lobby, so it changed every player's swim time, not just yours, and couldn't be made private. Removing it also removes the memory search it ran after the game loaded.
==================== VERSION NOTE (v2.8.0) ====================
NEW: Footfalls (load sets movement noise), Goliath: Blast Padding (heavier load, less explosive damage) and Goliath: Unflinching (from a set load), each with its own switch and preset values. "Stealth Passives Stack" is now "Armor Passives Stack" and covers noise and blast too. Squad-Safe Passives support: with it installed, G&G changes only you. Fixed: the options page could fail to appear in 2.7.6 (a description was too long). Other components unchanged from 2.7.6.
==================== VERSION NOTE (v2.7.6) ====================
Swim time by load: Swim Time: Light / Heavy (0–20 s), on the same curve as detection.
==================== VERSION NOTE (v2.7.0) ====================
First release as a TCO component: load from armor and equipped primary, secondary, support and backpack; smooth detection scaling; five presets; stealth passive stacking; full restore.
COMPONENT DEPENDENCIES
Each Tactical Combat Overhaul component is independently deployable. You only need the dependencies used by the components you actually install.
| Component | Bingus Shared Loader | Mod Options Menu | SHODAN Stat Editor | RAGDOLLDIVERS | Squad-Safe Passives | Other TCO Components |
|---|---|---|---|---|---|---|
| Core / Stamina | Required — v18+ / API 1 | Required | Not required | Not required | Not used | None |
| Run-N-Gun | Required — API 1 | Optional / Recommended | Not required | Not required | Not used | None |
| Melee Overhaul | Required — API 1 | Optional / Recommended | Optional | Not required | Not used | None |
| Shellshock | Required — v19+ / API 1 | Optional / Recommended | Required — v2.3.1+ | Not required | Not used | None |
| Slippery When Wet | Required — v18+ / API 1 | Optional / Recommended | Not required | Required — v1.1.1+ | Not used | None — Core and Melee provide optional integration only |
| Ghosts and Goliath | Required — v18+ / API 1 | Optional / Recommended | Optional / Recommended — supplies weapon ergonomics | Not required | Strongly recommended — keeps changes to you | None |
Quick version:
- Installing Core / Stamina? Get Bingus Shared Loader + Mod Options Menu.
- Installing Run-N-Gun? Bingus Shared Loader is the only hard dependency.
- Installing Melee Overhaul? Bingus Shared Loader is the only hard dependency; SHODAN and Mod Options add integration/configuration.
- Installing Shellshock? You need Bingus Shared Loader + SHODAN Stat Editor.
- Installing Slippery When Wet? You need Bingus Shared Loader + RAGDOLLDIVERS; Core, Melee and Mod Options are optional integrations.
- Installing Ghosts and Goliath? Bingus Shared Loader is the only hard dependency; Squad-Safe Passives (keeps it from affecting squadmates), SHODAN Stat Editor (weapon ergonomics) and Mod Options Menu are recommended.
- No component requires another TCO component.